Plebs - A casual real-time strategy game

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PixelWhippedDev
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Plebs - A casual real-time strategy game

Post by PixelWhippedDev »

Hi all,

Here is a game I have been making over the last few years which is now in Early Access...Plebs. It is a casual RTS game built with Ogre - I have lots more features and content I want to add, let me know what you think!

Some screenshots:
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dark_sylinc
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Re: Plebs - A casual real-time strategy game

Post by dark_sylinc »

Wow! Congrats! That is looking very polished!

What are you using for UI? and for Particle FXs? Can you tell us more?

PixelWhippedDev
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Re: Plebs - A casual real-time strategy game

Post by PixelWhippedDev »

Thank you! It took a lot of work to get an art-style that I was happy with

I am using Ogre 2.1, CEGUI for the UI, a custom Mesh Emitter for the particles, a small part of SFML for playing audio and managing available resolutions, and Blender for creating models (with some custom scripts for exporting and rendering icons)

I am using a custom HLMS with a very modified shader (all OpenGL,GLSL), mostly to strip out everything that I don't need and add a number of extra effects.
I have made small tweaks to Ogre and CEGUI here-and-there, mostly to expose small parts of internal data or to back-port small Ogre 2.2+ changes that I needed.

Last edited by PixelWhippedDev on Fri Mar 22, 2024 6:11 pm, edited 1 time in total.
kariem2k
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Re: Plebs - A casual real-time strategy game

Post by kariem2k »

It's incredible! It looks fantastic and evokes the spirit of classic settlers games—all made by just one person!

Did you encounter significant issues with OgreNext? I'm considering Ogre for a strategy game as well. What does your art pipeline look like?

The depth of field looks amazing BTW!

Kariem2k.blogspot.com
PixelWhippedDev
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Re: Plebs - A casual real-time strategy game

Post by PixelWhippedDev »

Thank you very much

I believe I had to make some small tweaks to get Ogre 2.1 building with C++ 20, namely removing std::allocator<void>::const_pointer, but this may have been resolved in newer versions - but no there have been no major issues at all. After upgrading from Ogre 1.x to 2.1 most of the time was spend understanding the HLMS and translating the old materials and shaders I had to the new pipeline & compositor

All of my models are created in Blender 2.7 (mostly because I don't want to spend the time upgrading to newer versions, I am certain Blender 3+ can be used) and exported with Blender2Ogre, but with some custom tweaks to automate exporting and generating LOD. I don't use any of the materials/scenes generated, just the .mesh and .skeleton files. I use Gimp for all textures/UI/artwork.

Thanks, I was really pleased with the outcome of the DoF, especially as it was pretty simple to implement

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suny2000
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Re: Plebs - A casual real-time strategy game

Post by suny2000 »

Congrats!
It looks a lot polished, great work!

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